/** * @author mrdoob / http://mrdoob.com/ */ THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { console.log( 'THREE.SphereGeometry: Consider using THREE.SphereBufferGeometry for lower memory footprint.' ); THREE.Geometry.call( this ); this.type = 'SphereGeometry'; this.parameters = { radius: radius, widthSegments: widthSegments, heightSegments: heightSegments, phiStart: phiStart, phiLength: phiLength, thetaStart: thetaStart, thetaLength: thetaLength }; radius = radius || 50; widthSegments = Math.max( 2, Math.floor( widthSegments ) || 8 ); heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 ); phiStart = phiStart !== undefined ? phiStart : 0; phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; thetaStart = thetaStart !== undefined ? thetaStart : 0; thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; var x, y, vertices = [], uvs = []; for ( y = 0; y <= heightSegments; y ++ ) { var verticesRow = []; var uvsRow = []; for ( x = 0; x <= widthSegments; x ++ ) { var u = x / widthSegments; var v = y / heightSegments; var vertex = new THREE.Vector3(); vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); this.vertices.push( vertex ); verticesRow.push( this.vertices.length - 1 ); uvsRow.push( new THREE.Vector2( u, 1 - v ) ); } vertices.push( verticesRow ); uvs.push( uvsRow ); } for ( y = 0; y < heightSegments; y ++ ) { for ( x = 0; x < widthSegments; x ++ ) { var v1 = vertices[ y ][ x + 1 ]; var v2 = vertices[ y ][ x ]; var v3 = vertices[ y + 1 ][ x ]; var v4 = vertices[ y + 1 ][ x + 1 ]; var n1 = this.vertices[ v1 ].clone().normalize(); var n2 = this.vertices[ v2 ].clone().normalize(); var n3 = this.vertices[ v3 ].clone().normalize(); var n4 = this.vertices[ v4 ].clone().normalize(); var uv1 = uvs[ y ][ x + 1 ].clone(); var uv2 = uvs[ y ][ x ].clone(); var uv3 = uvs[ y + 1 ][ x ].clone(); var uv4 = uvs[ y + 1 ][ x + 1 ].clone(); if ( Math.abs( this.vertices[ v1 ].y ) === radius ) { uv1.x = ( uv1.x + uv2.x ) / 2; this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) ); this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] ); } else if ( Math.abs( this.vertices[ v3 ].y ) === radius ) { uv3.x = ( uv3.x + uv4.x ) / 2; this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) ); this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] ); } else { this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) ); this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] ); this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) ); this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] ); } } } this.computeFaceNormals(); this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius ); }; THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype ); THREE.SphereGeometry.prototype.constructor = THREE.SphereGeometry;